if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
goto skipforcemodels;
+ //LOG_INFOF("e: %d, model \"%s\", isplayermodel: %d, ISPLAYER_CLIENT: %d, islocalplayer: %d", this.entnum, this.model, this.isplayermodel, ISPLAYER_CLIENT, islocalplayer);
+ if (this.isplayermodel && !islocalplayer && autocvar_cl_hideotherplayers)
+ this.csqcmodel_effects |= EF_NODRAW;
+
// FORCEMODEL
// which one is ALWAYS good?
if (!forceplayermodels_goodmodel)
int autocvar_cl_modeldetailreduction;
float autocvar_cl_loddistance1 = 768;
float autocvar_cl_loddistance2 = 2048;
+bool autocvar_cl_hideotherplayers = false;
bool autocvar_cl_forceplayermodels;
bool autocvar_cl_forceplayercolors;
bool autocvar_cl_forceuniqueplayercolors;
set developer_csqcentities 0 "csqc entity spam"
+seta cl_hideotherplayers 0 "make everyone else invisible"
seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)"
seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); 1: in all game modes without teams (if cl_forceuniqueplayercolors is 0), 2: always, 3: only in Duel, 4: only in game modes with 2 teams, 5: in team games and Duel"
seta cl_forceuniqueplayercolors 0 "assign each enemy unique colors in all game modes without teams except duel (requires server to have sv_defaultcharacter 0)"